;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;
;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
15      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Feudalism)
9       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Marketplace needed to exceed this size
12      ; Paved Streets needed to exceed this size
17      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
2       ; Monarchy pays support for all units past this
2       ; Republic pays support for all units past this
2       ; Protestantism pays support for all units past this
0       ; Republic is equivalent of this palace distance.
30      ; Protestantism loses this % of science
20      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Heresy,             3, 0,  Wri, nil, 1, 4    ; AFl --0
Manuscript,         3, 0,  MP,  E2,  0, 3    ; Alp 
Longbow,            5,-2,  SFl, nil, 0, 0    ; Amp 
Seafaring,          3, 0,  Pot, nil, 0, 4    ; Ast 
Halberdier,         5, 0,  Cor, Fli, 0, 0    ; Ato 
---------NOT USED,  3, 0,  no,  no,  0, 0    ; Aut --5
Engineering,        3, 0,  Phi, E1,  0, 1    ; Ban
Construction,       3, 0,  War, Ast, 0, 1    ; Bri
Cryptography,       3, 0,  Esp, nil, 0, 3    ; Bro
Lords Prayer,       3, 0,  nil, nil, 1, 2    ; Cer 
---Raiding Tactics, 3, 0,  no,  no,  0, 0    ; Che 
Chivalry,           3, 0,  Rep, nil, 3, 3    ; Chi 
Craftmanship,       6, 1,  MT,  Ban, 0, 1    ; CoL
Colonialism,        6, 0,  Nav, Min, 1, 3    ; CA  --13
City Defences,      6, 0,  Inv, nil, 0, 1    ; Cmb
Electorate,         3, 0,  Wri, nil, 1, 1    ; Cmn
Banking,            3, 0,  CoL, Cmn, 0, 0    ; Cmp
Monastic Orders,    3, 0,  AFl, Phi, 0, 0    ; Csc 
Master Masonry,     3, 0,  Bri, nil, 0, 1    ; Cst
Plate Armor,        3, 0,  CoL, nil, 0, 0    ; Cor 
Coinage,            3, 0,  Mon, Whe, 1, 3    ; Cur
Holy Empire,        6, 0,  San, CA,  1, 1    ; Dem --21
Crossbow,           4, 0,  Bri, nil, 0, 0    ; Eco
Siege Tactics,      6, 0,  Amp, Cmb, 0, 1    ; E1 
Monasticism,        3, 0,  Cer, nil, 1, 2    ; E2 
Iconoclasm,         3, 0,  Fun, AFl, 1, 2    ; Eng   
Sanitation,         3, 0,  Plu, Med, 0, 0    ; Env
Diplomacy,          8, 0,  San, nil, 1, 1    ; Esp
Merchant Adventures,3, 0,  Nav, Fun, 0, 4    ; Exp --28
Cannon,             6, 0,  Gen, Roc, 1, 0    ; Feu
Pole Arms,          6,-1,  Chi, nil, 0, 0    ; Fli
Protestantism,      4, 0,  Lit, AFl, 1, 1    ; Fun --31
---------OPEN SLOT, 3, 0,  no,  no,  0, 0    ; FP 
Alchemy,            3, 0,  Med, nil, 1, 4    ; Gen
Peasant Levy,       3, 0,  SFl, nil, 0, 0    ; Gue
----GUNPOWDER SLOT, 3, 0,  no,  no,  0, 0    ; Gun
Horseback Riding,   3, 0,  nil, nil, 0, 0    ; Hor
Protestant Ethics,  3, 0,  no,  no,  0, 0    ; Ind
Trade Guilds,       5, 2,  Tra, Cst, 1, 3    ; Inv
Chain Mail,         3, 0,  Whe, Mas, 0, 0    ; Iro
Statesmanship,      6, 1,  Lit, Esp, 1, 1    ; Lab --40
Military Engineering,8,-2, NF,  nil, 1, 0    ; Las
Fire Arms,          8,-2,  Feu, nil, 2, 0    ; Ldr
Printing Press,     5, 0,  CoL, Rec, 0, 3    ; Lit
Wind Power,         3, 0,  CoL, Sup, 0, 2    ; Too
Carvel Planking,    8, 0,  CoL, Phy, 0, 4    ; Mag
Cartography,        6, 0,  Wri, nil, 0, 3    ; Map
Warrior Code,       3, 0,  nil, nil, 0, 0    ; Mas
Folklore,           3, 0,  Ast, nil, 1, 4    ; MP 
Stirrup,            3, 0,  Iro, nil, 0, 0    ; Mat
Medicine,           3, 0,  Wri, Phi, 0, 3    ; Med
History,            3, 0,  Mon, Alp, 0, 3    ; Met
Galleon,            8,-2,  Feu, Mag, 0, 4    ; Min
----------Longship, 3, 0,  no,  no,  0, 0    ; Mob
Monarchy,           4, 0,  Pot, Mas, 1, 1    ; Mon
Architecture,       4, 0,  Cst, Ref, 0, 1    ; MT
Inquisition,        3, 0,  Csc, San, 1, 2    ; Mys
Navigation,         6, 0,  Mag, Map, 0, 4    ; Nav
Gunnery,            8,-2,  Nav, Feu, 1, 0    ; NF  --58
Naval Tactics,      8, 0,  Rob, Min, 0, 4    ; NP  --59
Crusades,           3, 0,  PT,  Chi, 3, 3    ; Phi
Stern Rudder,       3, 0,  Inv, Sea, 0, 4    ; Phy
Seamanship,         3, 0,  Bri, nil, 0, 4    ; Pla
Drainage,           5, 1,  SFl, CoL, 0, 0    ; Plu
Pilgrimage,         3, 0,  E2,  nil, 1, 2    ; PT
Pottery,            3, 0,  nil, nil, 0, 2    ; Pot
--------Pagan Cult, 3, 0,  no,  no,  0, 0    ; Rad
Royal Highways,     8, 0,  Esp, Plu, 0, 1    ; RR 
Literature,         5, 2,  Wri, nil, 0, 3    ; Rec
Theology,           3, 0,  Alp, nil, 1, 2    ; Ref
Crop Rotation,      6, 0,  SFl, Phi, 0, 2    ; Rfg
Feudalism,          3, 0,  Cst, Mat, 1, 1    ; Rep
Naval Guns,         8,-1,  NF,  Mag, 1, 0    ; Rob --72
Blast Furnace,      6, 0,  Stl, Cor, 0, 1    ; Roc
Court of Law,       5, 0,  Cmp, ToG, 1, 1    ; San
Shipbuilding,       5, 0,  Pla, nil, 0, 4    ; Sea
Manorialism,        6, 2,  Rep, nil, 0, 1    ; SFl
Fireships,          5, 0,  Exp, X7,  0, 4    ; Sth --77
Swordsmanship,      3, 0,  Chi, nil, 0, 0    ; SE
Watermill,          6, 0,  SFl, nil, 0, 1    ; Stl
Horse Collar,       6, 0,  Rfg, nil, 0, 2    ; Sup
Matchlock Musket,   8,-2,  Ldr, nil, 2, 0    ; Tac --81
Fine Arts,          5, 1,  CoL, nil, 1, 2    ; The
Lay Investiture,    3, 0,  Met, Ref, 1, 2    ; ToG
Trade,              6, 2,  Ast, Cur, 2, 1    ; Tra
Urban Culture,      3, 0,  Lit, nil, 0, 3    ; Uni --85
Archery,            3, 0,  nil, nil, 0, 0    ; War
Metalworking,       3, 0,  Hor, nil, 0, 1    ; Whe
Scholasticism,      6, 1,  Ref, Inv, 0, 3    ; Wri
True Faith,         3, 0,  Lab, The, 1, 2    ; ...
NoNo,               3, 0,  no,  no,  0, 0    ; U1  --90
Calvinism,          3, 0,  U1,  nil, 1, 1    ; U2
Catholic Plots,     0, 0,  U1,  nil, 2, 3    ; U3
Invasion Plans,     3, 0,  U1,  nil, 1, 1    ; X1  --93
Mary's Death,       3, 0,  U1,  nil, 2, 3    ; X2
Papal Funding,      6, 0,  X2,  X4,  0, 0    ; X3  --95
Parma's Tactics,    6, 0,  U1,  nil, 0, 0    ; X4
Drake's Raids,      6, 0,  Exp, X7,  0, 4    ; X5
Royal Navy,         8, 0,  Min, Lab, 0, 4    ; X6
English Tactics,    3, 0,  U1,  nil, 0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Royal Court,              10, 0,    Mon,	; palace
Blacksmith,               4,  1,    Whe,	; barracks
Granary,                  4,  1,    Pot,	; granary
Church,                   4,  1,    Cer,	; temple
Trade Guilds,             12, 1,    Inv,	; marketplace
Monastery,                12, 3,    E2, 	; library
Courthouse,               12, 2,    San, 	; courthouse
City Walls,               12, 4,    Cmb,	; city walls
Marketplace,              2,  0,    Tra,	; aqueduct
Bank,                     24, 2,    Cmp, 	; bank
Cathedral,                20, 4,    MT, 	; cathedral
University,               20, 6,    Wri, 	; university
Sewers,                   20, 2,    Env, 	; mass transit
Brothel,                  4,  1,    Pla,	; colosseum
Manor,                    20, 4,    SFl,	; factory
Craft Guilds,             20, 1,    CoL,	; manuf.plant
Tavern,                   6,  1,    no, 	; sdi def
Hospital,                 12, 2,    Med,	; recycl.centre
NOT USED,                  0, 0,    no, 	; power plant
Watermill,                16, 2,    Stl, 	; hydro plant
NOT USED,                  0, 0,    no, 	; nuclear plant
--open slot,               0, 0,    no, 	; stock exchange
Paved Streets,            20, 4,    Plu,	; sewer system
Windmill,                 16, 2,    Too,	; supermarket
Royal Coinage,            14, 4,    Cur,	; superhighw.
Print Shop,               10, 2,    Lit,	; research lab
--open slot,               0, 0,    no, 	; SAM Mis.batt.
Coastal Fortress,         30, 4,    NF, 	; coastal fortr.
--open slot,              20, 1,    no, 	; solar plant
Fishing Fleet,            10, 1,    Ast,	; harbor
Harbor,                   20, 2,    Phy,	; offsh.plf.
NOT USED,                  0, 0,    no, 	; airport
Theatre,                  10, 2,    Uni,	; police station
Shipyard,                 20, 4,    Sea, 	; port facilities
NOT USED,                 8,  0,    no,
NOT USED,                 16, 0,    no,
NOT USED,                 32, 0,    no,
Wealth,                   60, 0,    nil,
Great Marketplace,        20, 1,    Tra, 	; pyramids
Lindisfarne Gospels,      20, 0,    Alp, 	; hanging gardens
True Cross,               20, 1,    PT, 	; colossus
Viking Legacy,            30, 0,    Ast, 	; lighthouse
Intelligence Network,     30, 0,    Bro, 	; gr.library
Heroic Epic,              30, 0,    MP, 	; oracle
Elizabethan Diplomacy,    60, 5,    Esp,	; great wall
Bayeux Tapestry,          40, 0,    Mat,	; sun tzu         
Foreign Imports,          20, 5,    Cmp, 	; k.rich.crusade
Marco Polo's Embassy,     20, 4,    no, 	; m.polos emb.
Great Reliquary,          50, 10,   no, 	; michelangelos
Copernicus' Laboratory,   20, 1,    Gen,	; copern.lab
Great Voyage,             50, 0,    Nav,	; magellans
Sistine Chapel,           40, 4,    The,	; shakesp.theatre
Armouring Guild,          80, 10,   Las,	; leonardo
Magna Carta,              40, 2,    Rep, 	; J.S.Bachs
Bede's Anno Domini,       20, 0,    Met, 	; Isaac Newton Col.
Treasure Fleet,           60, 25,   CA, 	; Adam Smiths
Pope Urbans Message,      30, 0,    Phi,	; Darwins Voyage
Machiavellis Legacy,      40, 0,    Lab,	; Statue of Liberty
Corcondat of Worms,       40, 0,    no,	        ; Eiffel Tower
Holy Inquisition,         60, 4,    Mys, 	; womens suffr.
Great Mining Guild,       60, 10,   Roc, 	; hoover dam
Blood Sacrifices,         30, 2,    Rad, 	; manhattan project
Catholic Unity,           40, 10,   U3, 	; UN
New World Discovery,      30, 0,    Map, 	; Apollo
Protestant Teachings,     60, 0,    Lit,	; SETI
Dante's Divine Comedy,    40, 0,    Rec,	; cure for cancer



;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Great Marketplace
nil,        ; Lindisfarne Gospels
nil,        ; The True Cross
nil,        ; Viking legacy
nil,        ; Intelligence Network
Gue,        ; Heroic Epic
X2,         ; elizabethan diplo
Feu,        ; Bayeux Tapestry
nil,        ; K.Richards
nil,        ; Marco Polo's
nil,        ; Great Reliquary
nil,        ; Book of Fires
nil,        ; great voyage
nil,        ; Sistine Chapel
nil,        ; Armouring Guild
nil,        ; Magna Carta
nil,        ; Bede's AD
X5,         ; Treasure Fleet
nil,        ; First Crusade 
nil,        ; Machiavellis Legacy
Esp,        ; Concordat of Worms
nil,        ; Holy Inquisition
nil,        ; Great Mining Guild
nil,        ; Blood Sacrifices
nil,        ; Catholic Unity
nil,        ; NOT USED
nil,        ; protestant teachings
nil,        ; Dante's Comedy


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,   000000000000000
Serfs,        CoL, 0,  1.,0,  0a,1d,  2h,1f, 12,0,  5, SFl,  000000000000000    
--,           nil, 0,  1.,0,  1a,1d,  2h,1f,  3,0,  0, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  2h,1f,  3,0,  0, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  2h,1f,  3,0,  0, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  2h,1f,  3,0,  0, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  2h,1f,  3,0,  0, no,   000000000000000
Highlanders,  Rep, 0,  1.,0,  4a,8d,  2h,1f,  2,0,  0, Mas,  000011000000001
Privateer,    nil, 2,  8.,0, 12a,12d, 3h,2f, 10,0,  3, Fun,  100100010101001
Peasant Militia,nil, 0,1.,0,  4a,8d,  1h,1f,  2,0,  1, SFl,  000000000000000
Swashbuckler, nil, 0,  1.,0, 16a,8d,  2h,2f, 10,0,  0, Exp,  000001000000100
Hulk,         Min, 2,  4.,0,  0a,12d, 4h,1f, 12,2,  4, Phy,  000000000100000
Longbowmen,   Tac, 0,  1.,0, 12a,10d, 2h,2f,  6,0,  0, Amp,  000000000000000
Crossbowmen,  Ldr, 0,  1.,0, 10a,12d, 2h,4f,  6,0,  1, Eco,  000000000000000
Archers,      Ldr, 0,  1.,0,  8a,8d,  2h,2f,  2,0,  0, War,  000000000000000
Landsknechte, nil, 0,  1.,0, 16a,10d, 2h,6f, 16,0,  0, no,   000000000000000
Calvinists,   Mys, 0,  1.,0, 15a,13d, 2h,6f, 10,0,  0, Eng,  000000000000000
Pest,         nil, 0,  2.,0, 36a,8d,  6h,8f, 20,0,  0, no,   000000001000000
--,           nil, 0,  2.,0, 10a,2d,  1h,4f,  6,0,  0, no,   000000000000010
--,           Cor, 0,  2.,0,  8a,2d,  1h,4f,  5,0,  0, no,   000000000000000
Musketeers,   nil, 0,  1.,0, 14a,14d, 1h,6f, 10,0,  1, Tac,  000000000000000
Arquebusiers, nil, 0,  1.,0, 16a,12d, 1h,6f,  8,0,  0, Ldr,  000000000000000
--,           nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  0, no,   000000000000000
Naval guns,   nil, 1,  1.,1, 20a,0d,  1h,2f,  2,0,  2, Rob,  001000000000000
Bombard,      Las, 0,  1.,0, 16a,1d,  1h,6f, 10,0,  0, Feu,  000000001000000
Field Cannon, nil, 0,  1.,0, 26a,5d,  2h,8f, 12,0,  0, NF,   000000000000000
Siege Cannon, nil, 0,  1.,0, 30a,2d,  2h,8f, 16,0,  0, Las,  000000001000000
Pikemen,      nil, 0,  1.,0, 4a,10d,  2h,1f,  8,0,  1, Fli,  000010000000000
Halberdiers,  nil, 0,  1.,0,  2a,8d,  2h,2f,  7,0,  1, Ato,  000010000000000
--,           nil, 0,  1.,0,  0a,0d,  1h,1f,  4,0,  6, no,   000000000000010
--,           nil, 0,  1.,0,  0a,8d,  2h,1f,  4,0,  1, no,   000000000000010
Heretics,     Mys, 0,  1.,0,  0a,8d,  2h,2f,  2,0,  3, AFl,  000001000001010
Pinnace,      nil, 2, 10.,0,  0a,8d,  3h,1f,  8,1,  3, NP,   000000000100000
Merchantman,  Mag, 2,  4.,0, 0a,10d,  4h,1f, 12,2,  4, no,   000000000100000
Merchantman,  Mag, 2,  4.,0, 0a,10d,  4h,1f, 12,2,  4, no,   000000000100000
Merchantman,  Mag, 2,  4.,0, 0a,10d,  4h,1f, 12,2,  4, no,   000000000100000
Cog,          Phy, 2,  2.,0,  0a,6d,  2h,1f,  6,2,  4, Inv,  000000000100000
Royal Warship,nil, 2,  6.,0, 24a,22d, 4h,6f, 30,6,  2, X6,   000000000100001
Caravel,      nil, 2,  8.,0,  8a,12d, 3h,1f,  8,1,  3, Nav,  000000000101000
Galleass,     Rob, 2,  6.,0, 18a,16d, 3h,2f, 12,0,  3, Min,  000000000101000
Galleon,      nil, 2,  6.,0, 16a,20d, 4h,2f, 24,0,  0, Min,  000000010100001
--,           nil, 2,  4.,0, 36a,28d, 6h,3f, 36,0,  2, no,   000000000000000
--,           nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  1, no,   000000000000000
--,           nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  6, no,   000000000000010
Carrack,      nil, 2,  6.,0,  0a,20d, 4h,2f, 12,4,  4, Mag,  000000000100000
--,           nil, 1,  1.,0, 99a,50d, 1h,1f, 20,0,  5, no,   001000000000000
--,           nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,   000000000000000
Assassin,     nil, 0,  2.,0,  0a,0d,  1h,1f, 10,0,  6, Esp,  000000000001011
Tradesmen,    CA,  0,  2.,0,  0a,1d,  2h,1f,  4,0,  7, Tra,  000000000000000
Merchant,     nil, 0,  3.,0,  0a,1d,  2h,1f,  8,0,  7, CA,   000000000000010
Wreck,        nil, 3,  0.,0,  0a,2d,  1h,1f,  8,0,  1, no,   000000000000000
Infidels,     nil, 0,  2.,0, 26a,10d, 2h,4f,  4,0,  0, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,   000000000000000
Cavalry,      nil, 0,  2.,0, 20a,10d, 1h,2f, 10,0,  1, Cor,  000000000000000
Fireships,    nil, 2,  1.,0, 24a,20d, 1h,4f,  4,0,  3, Sth,  001000000101000
Fortifications, nil,2, 0.,0,  1a,24d, 4h,2f, 36,0,  1, no,   000000000000000
--,           nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,   000000000000000
--,           nil, 0,  2.,0,  5a,2d,  1h,2f,  4,0,  1, no,   000000000000000
--,           nil, 2,  1.,0,  1a,1d,  1h,1f,  4,0,  4, no,   000000000000000
--,           nil, 2,  1.,0, 1a,50d,  1h,1f, 99,0,  1, no,   000000000001000
Pope,         nil, 0,  1.,0,  1a,1d,  1h,1f,  4,0,  1, no,   000000000000000
King,         nil, 0,  1.,0,  1a,1d,  1h,1f,  4,0,  1, no,   000000000000000
Emperor,      nil, 0,  1.,0,  1a,1d,  1h,1f,  4,0,  1, no,   000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;



;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy       = Monarchy
;        3 Communism      = Feudalism
;        4 Fundamentalism = Tribal Kingdom
;        5 Republic       = Empire
;        6 Democracy      = Holy Empire
;
@TERRAIN
Highlands,  1,4,  0,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1,10, 0,   no,  0, 0,  0,  no,    ; Pln
Grassland,  1,2,  1,0,0,   yes, 3, 5, 0,   no,  0, 0,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Gla, 0,10, 0,   no,  0, 0,  0,  no,    ; Hil
Hills,      2,4,  1,1,0,   yes, 1,10, 0,   yes, 2, 5,  1,  no,    ; For
Mountains,  3,6,  0,1,0,   no,  0, 0, 0,   yes, 2,10,  1,  no,    ; Mou
Infidels,   1,2,  1,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Moors,      1,2,  1,1,0,   yes, 1, 5, 0,   no,  0, 0,  0,  no,    ; Gla
Swamps,     2,1,  1,1,0,   yes, 2,15, 0,   no,  0, 0,  0,  no,    ; Swa
Groves,     1,2,  2,1,0,   yes, 1, 5, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Sheep,      2,4,  1,2,2,
Wheat,      1,1,  3,1,2,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  0,4,2,
Wool,       2,4,  1,2,4,
Gold,       3,6,  0,1,8,
Mosque,     1,2,  0,1,4,
Cattle,     1,2,  2,2,2,
Peat,       1,1,  1,4,0,
Olives,     1,1,  2,1,4,
Fish,       1,2,  3,0,2,
Coal,       1,2,  0,3,2,
Horses,     1,1,  0,2,4,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  0,4,2,
Wine,       2,4,  1,1,4,
Metals,     3,6,  0,4,6,
Bazaar,     1,2,  0,2,6,
Pheasant,   1,2,  1,1,3,
Peat,       1,1,  1,4,0,
Fruit,      2,3,  3,1,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Prince,       Queen
Duchy,          Duke,         Duchess
Monarchy,       King,         Queen
Electorate,     Chief Elector,Chief Elector
Protestantism,  King,         Queen
Feudalism,      King,         Queen      
Holy Empire,    Holy Emperor, Holy Empress

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
William of Orange, dutchy,         0, 1, 2, Dutch,       Dutch,      -1,  1,  0,  4, Chairman, Chairman
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
Henri de Navarre, navarre,         0, 3, 2, Huguenots,   Huguenot,    0,  1,  1,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
James I, Mary Stuart,              0, 7, 0, Scots,       Scottish,   -1,  0,  1,  5, King, Queen    
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
Henri III, henri,                  0, 5, 3, French,      French,     -1, -1,  1,      
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
liza, Elizabeth I,                 1, 4, 1, English,     English,     1,  1,  0,      
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
Henri de Guise, guise,             0, 2, 3, Holy League, League,      1,  1,  1,  
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
Philip II, philippo,               0, 6, 3, Spanish,     Spanish,    -1,  1, -1, 
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,
..., ...,                          0, 3, 2, ...,         ...,         0,  0,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Salt,
Horses,
Cloth,
Coal,
Armor,
Luxuries,
Wine,
Lumber,
Metals,
Tobacco,
Books,
Gold,
Relics,
Guns,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Conduct Prayers,    p
Build Encampment,   E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Pious
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













